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<blockquote data-quote="Ratskinner" data-source="post: 7805850" data-attributes="member: 6688937"><p>That's because the example hides where the difference is. (IMO, as I see it, etc.) </p><p></p><p>So, in standard exploratory play (i.e. most D&D, etc.):</p><ul> <li data-xf-list-type="ul">if there is a connection between the stones, the DM already knows it</li> <li data-xf-list-type="ul">the PC's history with another group of stones must have already been established, either in character creation/backstory or in play. (Some DMs can even introduce it at the moment: "You recognize these symbols from another stone circle near the village where you grew up....")</li> <li data-xf-list-type="ul">its actually questionable (IME) that a player could introduce such a history or the existence of another stone circle without prior consent of the DM, especially before the roll is made or the check is called for by the DM. ("Critical Success! I remember runes like these from the stone circle near my village!")</li> </ul><p>In non-exploratory play (most Fate games, Apocalypse Games, etc.):</p><ul> <li data-xf-list-type="ul">the players are "free" to introduce such elements of their history (sometimes by spending a mechanical resource...so maybe not "free" free.)</li> <li data-xf-list-type="ul">the results of the roll may tell you, not just whether the PC can recognize any connection, but even if it is there at all (varies from game to game.) This might include whether or not this information is important to any ongoing plot, or instantiates a new plotline.</li> <li data-xf-list-type="ul">whatever the outcome is, it is likely related to some facet of the characters' already. (an aspect on a <br /> Fate character, or a quirk in some other systems, etc.)</li> <li data-xf-list-type="ul">someone (either GM or player) is likely quite capable of introducing whatever they want at this point, and in fact, may be required to inject new fiction into the game by the mechanics. (This is one reason many of these games have either very light or entirely player-facing mechanics. Injecting a new plotline on a roll would crash the game if the GM had to go look up a spelllist, generate relevant NPCs, etc.)</li> </ul><p>One important note that I have is that the narrative (i.e. the movie you would see if you were watching the PCs) can be exactly the same for either method. The only differences will be in the mechanical processes (including DM prep) that lead to narrative, either at table or beforehand.</p><p></p><p>Obviously, exploratory play is possible in 5e. I suspect that you can lean towards non-exploratory play, but the system will punish you if you push it too hard. So, even if the DM leans that way, they would consciously restrict themselves to introducing elements that either a) can be returned to at a later time, when they have had time to prep. or b) present no great "homework" burdens on their part if the Party goes off on a new tangent.</p><p></p><p></p><p>Just my $0.02</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7805850, member: 6688937"] That's because the example hides where the difference is. (IMO, as I see it, etc.) So, in standard exploratory play (i.e. most D&D, etc.): [LIST] [*]if there is a connection between the stones, the DM already knows it [*]the PC's history with another group of stones must have already been established, either in character creation/backstory or in play. (Some DMs can even introduce it at the moment: "You recognize these symbols from another stone circle near the village where you grew up....") [*]its actually questionable (IME) that a player could introduce such a history or the existence of another stone circle without prior consent of the DM, especially before the roll is made or the check is called for by the DM. ("Critical Success! I remember runes like these from the stone circle near my village!") [/LIST] In non-exploratory play (most Fate games, Apocalypse Games, etc.): [LIST] [*]the players are "free" to introduce such elements of their history (sometimes by spending a mechanical resource...so maybe not "free" free.) [*]the results of the roll may tell you, not just whether the PC can recognize any connection, but even if it is there at all (varies from game to game.) This might include whether or not this information is important to any ongoing plot, or instantiates a new plotline. [*]whatever the outcome is, it is likely related to some facet of the characters' already. (an aspect on a Fate character, or a quirk in some other systems, etc.) [*]someone (either GM or player) is likely quite capable of introducing whatever they want at this point, and in fact, may be required to inject new fiction into the game by the mechanics. (This is one reason many of these games have either very light or entirely player-facing mechanics. Injecting a new plotline on a roll would crash the game if the GM had to go look up a spelllist, generate relevant NPCs, etc.) [/LIST] One important note that I have is that the narrative (i.e. the movie you would see if you were watching the PCs) can be exactly the same for either method. The only differences will be in the mechanical processes (including DM prep) that lead to narrative, either at table or beforehand. Obviously, exploratory play is possible in 5e. I suspect that you can lean towards non-exploratory play, but the system will punish you if you push it too hard. So, even if the DM leans that way, they would consciously restrict themselves to introducing elements that either a) can be returned to at a later time, when they have had time to prep. or b) present no great "homework" burdens on their part if the Party goes off on a new tangent. Just my $0.02 [/QUOTE]
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